Personally, I feel like SE would have done Astrologians quite a favor to have made the card effects a bit more complex and dynamic from the start. Rather than attaching arbitrary Royal Road contributions from each, give each a set mechanic that can stack into another. For instance, let's look at a way that Bole could remain defensive but be usable on anyone, see what mechanic that would amount to, and see if it could be applied effectively into another card's effect.
At present, to make best of use of Bole it must be cast on the person who would be taking the most damage and can stand to do so, as that provides the most increased eHP and eHPS. Using it on a player who may need the 20% reduction to survive now may save you another oGCD or a rez and his consequent stat debuff, but they'd make no use of it thereafter, wasting some 90+% of its duration. Now, this could be fixed by changing it to be less reliant on duration, such as by providing a capped amount and possibly a fading percentile, or about 3 other ways, but let me lead with the craziest solution:
- Make it raid-wide effect to begin with. Bole: causes a portion of damage that would kill a player is instead split among all allies, and a portion of all allies' mitigation duplicated among each other.
So, the purpose remains defense, but the mechanic itself becomes something of a Spirit Link.Technical bits: This applies 3 buffs, Bole (which carries the duration), Roots of the Astral Tree (which carries individual percentiles), and Astral Canopy (which carries the bonus mitigation). Each time an ally takes critical or lethal damage, the portion by which it would drop him beneath critical health (20%) is reduced from the portion that is shared to the raid.
Now, let's take a look at how Arrow might be effectively applied on anyone. Jumping straight ahead to the crazy:
- Arrow: increases the rate of time for the target by 20%. One's global recast and ability recast times cool 20% faster, all periodic effects on the target trigger 20% more quickly, and all status effects 20% more potently, at duly reduced duration. MP and TP refresh ticks occur with 20% increased strength.
Now it's still about time, and thereby output, but it's useful on HoT targets, on oGCD dependent DPS, on non-oGCD dependent DPS, healers, tanks, etc., etc. Granted, this would already include the effect of Spear.
These are probably the worst possible combination of effects to try to link, a Chronoboost and a Spirit Link. But let's see how they might meet:
Let's say you have a team where certain skills would go unused, or would be far more highly prioritized than others. To be clear, this is not an AoE Chronoboost. It is a shared Chronoboost; for an individual, it differs from a 20% increase to cooling speed in that one gets to choose what to accelerate. So, you siphon time from your allies in order to "rush" those particular casts. Horribly OP in practice? Yes. But, this is just a conceptual shot in the dark. Each player has a certain amount of time saved up from his party, and sees on each of his currently refreshing CDs two refresh indicators, one accelerated (consuming party "Acceleration") and the other normal. Hitting these normally unavailable skills once the accelerated refresh has completed would allow one to cast it then, at that cost to the party's time generated. While active, the Astrologian can also shift the remaining portions of effect (attack rate, tick rate) around to anyone in the shared group effect, or strip it from them to spread it back among everyone, using the Draw slot while it is refreshing.
So there you go, Bole RR + Arrow, for a raid group that becomes able to pick and choose what skills to rush, likely avoiding a wipe as consequence. WHM co-healer spamming Assize.
I'd offer that in this system, though, Spire and Spear ought be trimmed, as there probably aren't enough mechanics left for all if working to make each card interesting and powerful. Ewer might allow for a chain-casting and/or shared reserve/overflow mechanic, and Balance for a sort of stat gain. The Astrologian's own output can be trimmed significantly without hampering its ability to perform, as Arrow and Balance could provide high output gains, Ewer high sustain or efficiency, and Bole high damage manageability. In exchange, one would be unable to draw a card they've already put to the Royal Road, and Draw may be used while on cooldown in some cases in order to further control effects. Also, Bole, Ewer, Arrow, and Balance get visible effects while in progress, making them look like team Limit Breaks in their own right.
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Okay, so that's a bit much, but let that just stand example that Cards easily be more interesting and potent without making the healer whose outputs have been allotted towards them unable to meet heal checks.